Bronto Waluyo, Edy Tekad
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Culture Adventure Games: Exploring Natural Science through Local Wisdom Jarudin; Bronto Waluyo, Edy Tekad; Sirjon
Global Synthesis in Education Journal Vol. 3 No. 1 (2025): Vol. 3 No.1 (2025) March 2025
Publisher : Mutiara Intelektual Indonesia Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61667/c8wh6s73

Abstract

The purpose of this study is to develop a natural science learning game oriented towards local Papuan culture for grade IV elementary school students that is feasible and effective. This research uses a qualitative approach with R&D (Research and Development) research methods with the Lee & Owen development model. The results of the formative evaluation showed an average feasibility test of material experts, learning design experts, and media experts of 3.94  with good conclusions, one-to-one evaluations with students obtaining an average of 3.05 with good conclusions, small group evaluations obtaining an average of 3.43 with very good conclusions, and field trial evaluations obtained an average score of 3.61 with a very good conclusion, so it was concluded that the science learning game oriented towards local Papuan culture for grade IV elementary school students was very good. Test the effectiveness of science learning game development oriented to local Papuan culture, tested through a t-test. The results show a Sig. (2-tailed) value of 0.000 < 0.05, so there is a significant difference between science learning outcomes in pretest and posttest data, and it can be concluded that science learning games oriented towards local Papuan culture are effective in improving the learning outcomes of grade IV elementary school students.
Integrating Technology into Teaching to Foster Student Engagement and Interaction Wastira, Jarudin; Bronto Waluyo, Edy Tekad; Fajarianto, Otto
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i2.56835

Abstract

Rapid advances in educational technology have renewed calls for evidence-based models that translate digital tools into genuine gains in classroom engagement and peer interaction. This study investigates the impact of a purpose-built technology-integration framework in junior high school science lessons, combining a learning management system, live polling, and collaborative white-boarding. Employing a quasi-experimental, mixed-methods design, 102 students from two comparable schools were assigned to either an intervention class (n = 52) or a business-as-usual control (n = 50) for one semester. Pre- and post-test data were gathered with a validated Engagement in Learning Scale and an observation rubric tracking verbal and non-verbal interaction events. At the same time, click-stream analytics and semi-structured interviews triangulated the quantitative findings. ANCOVA results indicated a significant treatment effect on overall engagement (F(1, 98) = 15.27, p < .001, Hedges g = 0.63) and student-initiated interaction frequency (ΔM = 14.6 events per class, p = .002). Thematic analysis of 1,274 coded reflections revealed that instant feedback, visual progress cues, and low-stakes collaborative tasks were perceived as the chief motivators of participation. Collectively, the data suggest that strategically layered technologies can shift classroom dynamics from teacher-centered recitation toward student-driven discourse without extending instructional time. Limitations include single-subject focus and reliance on self-report for some measures. Future work should examine long-term retention effects and scalability across diverse curricular areas.